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<blockquote data-quote="ECMO3" data-source="post: 8307283" data-attributes="member: 7030563"><p>And the battlemaster has alchemists tools he can use all day long. Also other than minor illusion the school of illusion subclass gives you only one other thing you can use by itself in combat, and that can only be used once per short rest and only on a reaction.</p><p></p><p>So if your school of illusion wizard wants to "be an illusionist" all day long in every combat, he is going to have to cast minor illusion for every single action in every single fight. If he taps into his spells he is a being a wizard not an illusionist ... and as illustrated earlier, he will run out of spells before the battlemaster runs out of maneuvers.</p><p></p><p></p><p></p><p>It is easier to get minor illusion than alchemists tools because it is available from several races, I think 6 of them if you include the two you can get it through a feat with. It is also available to almost every class. The only classes that can't get minor illusion as a cantrip are Ranger, Paladin and Druid.</p><p></p><p>To get alchemists tools proficiency I think you have to be a battle master, Monk or artificer or take guild artisan or clan crafter background. There may be other ways, but I can't think of any.</p><p></p><p>You can obviously get both with a feat too.</p><p></p><p>You can use downtime to get alchemists tools or to learn a new cantrip (a cantrip would use the researching a spell rules). I don't think many people are going to do that though unless they want to step away from a campaign. RAW there are only about 60 adventuring days from level 1 to level 20, meaning you are going to be way, way behind yourr party if you use 30 of them to do this. I think most people are going to get it with a feat if they want it.</p><p></p><p></p><p>Healing, acid, oil and antitoxin all have non-combat related uses. Further, there are other things with non-combat uses which can be made as well including perfume and soap. There may be more I am not remembering.</p><p></p><p>As far as the DM goes, if the DM is following the rules the tools can be used to make all of the things listed above because it says it can be used for that in XGE. The DM has to break the break/homebrew the rules to take those away. The DMG page 129 is where it becomes dependant on the DM. That exerpt says "a character might need alchemists tools to brew a specific potion". This means the DM could let you make other potions beyond the things listed above. This could make the tools a lot more powerful than what is described above, but he can not make them worse RAW.</p><p></p><p>Further the tools also give you a bonus to identifying potions you find and advantages on investagtion checks involving chemicals. Again these are called out in the rules specifically.</p><p></p><p></p><p>Yes, many things. I could be forggetting some things, but I believe only fighters can get the following things, all of which have out of combat uses:</p><p></p><p>1. The following can not be done by a non-fighter without using a feat: Commanding presence</p><p></p><p>2. The following can't be done by a non-fighter although there are similar abilities that can be obtained through spells or feats: telekenetic movement, fire rune, cloud rune, frost rune, stone rune, storm rune, giant might, elegant courtier, know your enemy.</p><p></p><p>3. The following can't be done by a non-fighter, can't be obtained through a feat and are not identical to something available with a spell or feature of another class or race.: Remarkable Athlete, Indomitable, born to the saddle, great stature</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8307283, member: 7030563"] And the battlemaster has alchemists tools he can use all day long. Also other than minor illusion the school of illusion subclass gives you only one other thing you can use by itself in combat, and that can only be used once per short rest and only on a reaction. So if your school of illusion wizard wants to "be an illusionist" all day long in every combat, he is going to have to cast minor illusion for every single action in every single fight. If he taps into his spells he is a being a wizard not an illusionist ... and as illustrated earlier, he will run out of spells before the battlemaster runs out of maneuvers. It is easier to get minor illusion than alchemists tools because it is available from several races, I think 6 of them if you include the two you can get it through a feat with. It is also available to almost every class. The only classes that can't get minor illusion as a cantrip are Ranger, Paladin and Druid. To get alchemists tools proficiency I think you have to be a battle master, Monk or artificer or take guild artisan or clan crafter background. There may be other ways, but I can't think of any. You can obviously get both with a feat too. You can use downtime to get alchemists tools or to learn a new cantrip (a cantrip would use the researching a spell rules). I don't think many people are going to do that though unless they want to step away from a campaign. RAW there are only about 60 adventuring days from level 1 to level 20, meaning you are going to be way, way behind yourr party if you use 30 of them to do this. I think most people are going to get it with a feat if they want it. Healing, acid, oil and antitoxin all have non-combat related uses. Further, there are other things with non-combat uses which can be made as well including perfume and soap. There may be more I am not remembering. As far as the DM goes, if the DM is following the rules the tools can be used to make all of the things listed above because it says it can be used for that in XGE. The DM has to break the break/homebrew the rules to take those away. The DMG page 129 is where it becomes dependant on the DM. That exerpt says "a character might need alchemists tools to brew a specific potion". This means the DM could let you make other potions beyond the things listed above. This could make the tools a lot more powerful than what is described above, but he can not make them worse RAW. Further the tools also give you a bonus to identifying potions you find and advantages on investagtion checks involving chemicals. Again these are called out in the rules specifically. Yes, many things. I could be forggetting some things, but I believe only fighters can get the following things, all of which have out of combat uses: 1. The following can not be done by a non-fighter without using a feat: Commanding presence 2. The following can't be done by a non-fighter although there are similar abilities that can be obtained through spells or feats: telekenetic movement, fire rune, cloud rune, frost rune, stone rune, storm rune, giant might, elegant courtier, know your enemy. 3. The following can't be done by a non-fighter, can't be obtained through a feat and are not identical to something available with a spell or feature of another class or race.: Remarkable Athlete, Indomitable, born to the saddle, great stature [/QUOTE]
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